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190 Chapter 11: Space Warps and Particle Systems
Assign M aterial I D—
When on, the operator
defines a material ID number for each particle.
Default=on.
In general, this should remain on. Particle Flow
uses the material ID with the Par ticle Age map to
find the part icle’s other properties, including its
life span and current age. And it uses the material
ID with compound materials to know which
sub-material to assign to a particle.
Show In V iewport—When on, the material is shown
applied to the p ar ticles in the viewports when the
particles are displayed as geometry.
Assignment Method
The Material Dynamic operator lets you assign
Mater ial IDs to particles in several different ways,
depending on whether you’re using an animated
texture or a compound material. Default=Same
As Particle ID.
Animated Texture group
Same As Particle ID—Assigns the same materia l ID
to a particle as its particle ID. Choose this when
using a material containing an animated texture,
such as a Bitmap, Particle Age, or Particle MBlur
map.
Note: Particle Flow assig ns Particle IDs
consecutively to particles at birth, starting with 0.
AlthoughthehighestpossibleParticleIDisover
2,000,000,000, the highest possible
mater ial ID
is
65535. Thereafter, the numbering sequence star ts
again at 0. Thus, when using a Particle Age map
in a material assigned to the Material Dynamic
operator, for best results, use a total of 65,536
particles or fewer.
Reset Particle AgeWhen on, sets each particle’s
age to 0 when it enters the event.
When using an animated material with a Bitmap
map, turn this on to ensure that the animation
always plays from the first frame.
Randomize Age Offset—When on, the software
varies the difference between the particle age
and the starting material ID at random. The
maximum difference is determined by the Max
Offset parameter.
Max Offset—The maximum number of frames by
whichthesoftwarecanrandomlyvaryparticleage.
Sub-Material Rotoscoping group
These settings let you choose the basis on which
the operator changes material ID assignments
when using a compound material such as
Multi/Sub-Object, and specif y the rate of change.
Material ID—Assigns the same material ID to all
particles. Use the numeric field to set the ID value.
CycleAssigns each part icle a material ID in
the range 1 to N, where N=# Sub-Materials, in
increasing sequential order. The first ID assigned
is 1, then 2, continuing to increment each by 1
until N; then 1 again, and s o on.
RandomAssigns each particle a random material
ID in the range 1 to N, where N=# Sub-Materials.
# Sub-Materials—The highest ID number assigned
to particles using the Cycle or Random option.
In general, set this to the same number of
sub-materials in the Multi/Sub-Object material. If
you set it to a s maller number, the operator will
use only that m any sub-materia ls, start ing with the
first and counting upward.
Note: The software automatically sets this value
to the number of sub-materials in the material,
once only
, the first time you apply the material
to the operator. Any subsequent changes in the
material itself, or applying a different material to
theoperator,willnotchangeorupdatethesetting.
Rate Per Sec(ond)Sets the number of times
per second that the assigned material ID is
incremented. If this value is t he same as the rate
at which particles enter the event, then one ID is